Entry : Steel on Steel (was: Our Steel is the King's Law)

Ingredients: Team + Steel + Law
Time Framework: 10 one-hour sessions
Players create a team of Muskateer-ish swordsmen who enforce the King's law. Each session, one player assumes a GM-ish role, presenting a group of accused criminals hiding from or fleeing justice. Players work together to apprehend or otherwise "deal with" said criminals. There is a finite range of tactical options available on any given turn (advance, lunge, feint, whatever) and players try to predict each other's moves and work as a coordinated team. Correct guesses give positive modifiers, incorrect guesses give negative modifiers (or I may just make that the resolution system itself). Players cannot discuss their plans outloud because, well, the badguys might hear them.
Highly tactical, I'll need to inject some character-building and team-challenging material like secret agendas, sympathies with specific criminals, and the like.
What's the consensus? Is this one worth pursuing?
Time Framework: 10 one-hour sessions
Players create a team of Muskateer-ish swordsmen who enforce the King's law. Each session, one player assumes a GM-ish role, presenting a group of accused criminals hiding from or fleeing justice. Players work together to apprehend or otherwise "deal with" said criminals. There is a finite range of tactical options available on any given turn (advance, lunge, feint, whatever) and players try to predict each other's moves and work as a coordinated team. Correct guesses give positive modifiers, incorrect guesses give negative modifiers (or I may just make that the resolution system itself). Players cannot discuss their plans outloud because, well, the badguys might hear them.
Highly tactical, I'll need to inject some character-building and team-challenging material like secret agendas, sympathies with specific criminals, and the like.
What's the consensus? Is this one worth pursuing?